Search results for "Illusio"
showing 10 items of 111 documents
Tapping doesn't help: Synchronized self-motion and judgments of musical tempo.
2019
For both musicians and music psychologists, beat rate (BPM) has often been regarded as a transparent measure of musical speed or tempo, yet recent research has shown that tempo is more than just BPM. In a previous study, London, Burger, Thompson, and Toiviainen (Acta Psychologica, 164, 70–80, 2016) presented participants with original as well as “time-stretched” versions of classic R&B songs; time stretching slows down or speeds up a recording without changing its pitch or timbre. In that study we discovered a tempo anchoring effect (TAE): Although relative tempo judgments (original vs. time-stretched versions of the same song) were correct, they were at odds with BPM rates of each stimulus…
Visual cortex hyperexcitability in migraine in response to sound-induced flash illusions
2015
Objective: Sound-induced flash illusions depend on visual cortical excitability. In this study, we explored whether sound-induced flash illusions are perceived differently in migraine, a condition associated with pathologic cortical hyperexcitability. Methods: Sound-induced flash illusions were examined in 59 migraine patients (mean age = 32 ± 16 years; 36 females), 32 without aura and 27 with aura, and in 24 healthy controls (mean age = 42 ± 17 years; 16 females). Patients were studied during attacks and interictally. Visual stimuli (flashes) accompanied by sounds (beeps) were presented in different combinations: a single flash with multiple beeps was given to induce the perception of mult…
Cognitive Biases and Decision Making in Gambling
2010
Heuristics and cognitive biases can occur in reasoning and decision making. Some of them are very common in gamblers (illusion of control, representativeness, availability, etc.). Structural characteristics and functioning of games of chance favor the appearance of these biases. Two experiments were conducted with nonpathological gamblers. The first experiment was a game of dice with wagers. In the second experiment, the participants played two bingo games. Specific rules of the games favored the appearance of cognitive bias (illusion of control) and heuristics (representativeness and availability) and influence on the bets. Results and implications for gambling are discussed.
Illusion of Pain: Pre-existing Knowledge Determines Brain Activation of ‘Imagined Allodynia’
2007
Abstract Allodynia means that innocuous tactile stimulation is felt as pain. Accordingly, cerebral activations during allodynia or touch should markedly differ. The aim of this study was to investigate whether the imagination of allodynia affects brain processing of touch in healthy subjects. Seventeen healthy subjects divided into 2 subgroups were investigated: The first group (n = 7) was familiar with allodynia, based on previous pain studies, whereas the second group (n = 10) had never knowingly experienced allodynia. Using functional magnetic resonance imaging, 2 experimental conditions were investigated. In one condition the subjects were simply touched at their left hand, whereas duri…
Presence and Emotions in Virtual Environments: The Influence of Stereoscopy
2008
ABSTRACT This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence …
Neck Muscle Vibration and Spatial Orientation During Stepping in Place in Humans
2002
Unilateral long-lasting vibration was applied to the sternomastoid muscle to assess the influence of asymmetric neck proprioceptive input on body orientation during stepping-in-place. Blindfolded subjects performed 3 sequences of 3 trials, each lasting 60 s: control, vibration applied during stepping (VDS), and vibration applied before stepping (VBS). VDS caused clear-cut whole body rotation toward the side opposite to vibration. The body rotated around a vertical axis placed at about arm's length from the body. The rotation did not begin immediately on switching on the vibrator. The delay varied from subject to subject from a few seconds to about 10 s. Once initiated, the angular velocity…
Integration of sensory information precedes the sensation of vection: a combined behavioral and event-related brain potential (ERP) study.
2014
Illusory self-motion (known as vection) describes the sensation of ego-motion in the absence of physical movement. Vection typically occurs in stationary observers being exposed to visual information that suggest self-motion (e.g. simulators, virtual reality). In the present study, we tested whether sensory integration of visual information triggers vection: participants (N=13) perceived patterns of moving altered black-and-white vertical stripes on a screen that was divided into a central and a surrounding peripheral visual field. In both fields the pattern was either moving or stationary, resulting in four combinations of central and peripheral motions: (1) central and peripheral stripes …
Quantifying the Wollaston Illusion
2020
In the early 19th century, William H. Wollaston impressed the Royal Society of London with engravings of portraits. He manipulated facial features, such as the nose, and thereby dramatically changed the perceived gaze direction, although the eye region with iris and eye socket had remained unaltered. This Wollaston illusion has been replicated numerous times but never with the original stimuli. We took the eyes (pupil and iris) from Wollaston’s most prominent engraving and measured their perceived gaze direction in an analog fashion. We then systematically added facial features (eye socket, eyebrows, nose, skull, and hair). These features had the power to divert perceived gaze direction by…
Subjective, behavioral, and physiological responses to the rubber hand illusion do not vary with age in the adult phase.
2018
[EN] The Rubber Hand Illusion (RHI) is a perceptual illusion that enables integration of artificial limbs into the body representation through combined multisensory integration. Most previous studies investigating the RHI have involved young healthy adults within a very narrow age range (typically 20-30 years old). The purpose of this paper was to determine the influence of age on the RHI. The RHI was performed on 93 healthy adults classified into three groups of age (20-35 years old, N = 41; 36-60 years old, N = 28; and 61-80 years old, N = 24), and its effects were measured with subjective (Embodiment of Rubber Hand Questionnaire), behavioral (proprioceptive drift), and physiological (cha…
Prism adaptation and neck muscle vibration in healthy individuals: Are two methods better than one?
2013
Studies involving therapeutic combinations reveal an important benefit in the rehabilitation of neglect patients when compared to single therapies. In light of these observations our present work examines, in healthy individuals, sensorimotor and cognitive after-effects of prism adaptation and neck muscle vibration applied individually or simultaneously. We explored sensorimotor after-effects on visuo-manual open-loop pointing, visual and proprioceptive straight-ahead estimations. We assessed cognitive after-effects on the line bisection task. Fifty-four healthy participants were divided into six groups designated according to the exposure procedure used with each: 'Prism' (P) group; 'Vibra…